Super Smash Bros. series

Forward throw: Difference between revisions

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==Notable forward throws==
==Notable forward throws==
*[[Donkey Kong]]'s forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy [[item]]s. This state is known as the '''cargo''' (officially '''Kong Karry''' via ''Ultimate''{{'}}s [[tips]]), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four '''cargo throws''' (two in ''Smash 64'') by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via [[button mashing]], triggering a [[grab release]].
*[[Donkey Kong]]'s forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy [[item]]s. This state is known as the '''cargo''' (officially '''Kong Karry''' via ''Ultimate''{{'}}s [[tips]]), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four '''cargo throws''' (two in ''Smash 64'') by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via [[button mashing]], triggering a [[grab release]].
**Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and [[stage spike]] them, KOing them at higher percentages if they fail to [[tech]]. In ''Smash 64'', the opponent takes damage upon breaking free from it, which can be exploited for the [[infinite throw trap]] (this also works in ''Brawl'' against {{SSBB|Ness}} and {{SSBB|Lucas}}). Lastly, in ''Melee'', ''Smash 4'' and ''Ultimate'', Donkey Kong's upward cargo throw is a reliable combo starter, and even possesses a KO setup into his up aerial at mid-high percentages in ''Smash 4'', which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
**Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and [[stage spike]] them, KOing them at higher percentages if they fail to [[tech]]. In ''Smash 64'', the opponent takes damage upon breaking free from it, which can be exploited for the [[infinite throw trap]] (this also works in ''Brawl'' against {{SSBB|Ness}} and {{SSBB|Lucas}}). Lastly, in ''Melee'', ''Smash 4'' and ''Ultimate'', Donkey Kong's upward cargo throw is a reliable combo starter and even possesses a KO setup into his up aerial at mid-high percentages in ''Smash 4'', which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
*[[Mewtwo]]'s forward throw is the only one to release [[projectile]]s, in the form of Shadow Balls that can be [[reflect]]ed and [[absorb]]ed. In ''Smash 4'' and ''Ultimate'', it is one of the most damaging forward throws if all projectiles connect.
*[[Mewtwo]]'s forward throw is the only one to release [[projectile]]s, in the form of Shadow Balls that can be [[reflect]]ed and [[absorb]]ed. In ''Smash 4'' and ''Ultimate'', it is one of the most damaging forward throws if all projectiles connect.
*{{SSBM|Kirby}}'s forward throw in ''Melee'' causes him to functionally leave the ground, and can be used for a [[Kirbycide]]. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From ''Brawl'' onward, it no longer exhibits these properties, making it a reliable combo starter, especially in ''Brawl'' at low percentages.
*{{SSBM|Kirby}}'s forward throw in ''Melee'' causes him to functionally leave the ground, and can be used for a [[Kirbycide]]. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From ''Brawl'' onward, it no longer exhibits these properties, making it a reliable combo starter, especially in ''Brawl'' at low percentages.
*[[Corrin]]'s forward throw possesses a [[tipper]] hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
*[[Corrin]]'s forward throw possesses a [[tipper]] hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
*[[Ness]]' forward throw in all games except ''Smash 64'' is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal [[blast line]]s (such as in walk-off stages or [[Smashville]]'s platform), but makes it extremely weak otherwise, not KOing opponents until around 900% from the center of {{SSBU|Final Destination}}.
*[[Ness]]' forward throw in all games except ''Smash 64'' is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal [[blast line]]s (such as in walk-off stages or [[Smashville]]'s platform), but makes it extremely weak otherwise, not KOing opponents until around 900% from the center of {{SSBU|Final Destination}}.
**In ''Smash 64'', Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game, but the series being able to KO {{SSB|Mario}} at around 105% from the center of {{SSB|Dream Land}}.  
**In ''Smash 64'', Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game but the series being able to KO {{SSB|Mario}} at around 105% from the center of {{SSB|Dream Land}}.  
**[[Villager]] and [[Isabelle]]'s forward throws have similar properties, and are even weaker, failing to KO from center stage even at 999%.
**[[Villager]] and [[Isabelle]]'s forward throws have similar properties, and are even weaker, failing to KO from the center stage even at 999%.
*[[Marth]]'s forward throw in ''Melee'' and ''Brawl'' is an effective [[tech-chasing]] option against heavyweights and fast fallers, due to its low knockback and ending lag. In ''Smash 4'', its base knockback was greatly increased, removing this ability, although it can still combo into his [[Crescent Slash]] [[custom move|custom]] [[up special]], or a [[forward aerial]] at low percentages. In ''Ultimate'', however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
*[[Marth]]'s forward throw in ''Melee'' and ''Brawl'' is an effective [[tech-chasing]] option against heavyweights and fast fallers, due to its low knockback and ending lag. In ''Smash 4'', its base knockback was greatly increased, removing this ability, although it can still combo into his [[Crescent Slash]] [[custom move|custom]] [[up special]], or a [[forward aerial]] at low percentages. In ''Ultimate'', however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
*{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest in the game, KOing most characters at around 110% at the edge. From ''Brawl'' onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in ''Smash 4'' and ''Ultimate''.  
*{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest in the game, KOing most characters at around 110% at the edge. From ''Brawl'' onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in ''Smash 4'' and ''Ultimate''.  
*{{SSBM|Jigglypuff}}'s forward throw in ''Melee'' is unique in that the throw's intended knockback is overriden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker as a result, being unable to KO under 400% even at the edge.
*{{SSBM|Jigglypuff}}'s forward throw in ''Melee'' is unique in that the throw's intended knockback is overridden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker, as a result, being unable to KO under 400% even at the edge.
*[[Lucario]]'s forward throw in ''Brawl'' and ''Smash 4'' is the fastest throw in the series, releasing opponents as soon as [[frame]] 4.
*[[Lucario]]'s forward throw in ''Brawl'' and ''Smash 4'' is the fastest throw in the series, releasing opponents as soon as [[frame]] 4.
*In ''Smash 4'' and ''Ultimate'', the forward throws of [[Bowser]], [[Pit]], [[Dark Pit]], and [[Wario]] (except in ''Ultimate'') are all among the strongest in the game, KOing at around 130% near the edge.
*In ''Smash 4'' and ''Ultimate'', the forward throws of [[Bowser]], [[Pit]], [[Dark Pit]], and [[Wario]] (except in ''Ultimate'') are all among the strongest in the game, KOing at around 130% near the edge.

Revision as of 22:47, February 18, 2020

Kirby's forward throw in Super Smash Bros. Brawl.

The forward throw (前投げ, Front/forward throw; commonly abbreviated as f-throw or Fthrow, and referred to as ThrowF internally) is a throw performed by tilting the control stick in the direction the character is facing after having grabbed the opponent.

Forward throws are often used to launch the opponent away, and a few can be used to chain grab (prior to Super Smash Bros. 4) or start combos. Forward throws are usually not as good of KO moves as back throws (outside of a few exceptions such as Wario's), nor are they as good combo starters as down throws (aside from Kirby); as such, they are generally the least useful throw for most characters, and are only preferred for setting up edgeguards.

List of forward throws

Forward throws with hitboxes consist of two or more hits on the grabbed opponent (the hitbox, then the throw), and can affect other opponents near the thrower. Additionally, some forward throws may possess a collateral hitbox, which affects nearby opponents but not the victim of the throw.

Character Description Hitbox
Banjo & Kazooie Banjo faces away and Kazooie kicks the opponent away with her talons. Yes
Bayonetta Performs the Tetsuzanko technique. Yes
Bowser Tosses the opponent with his head. No
Bowser Jr. Punches the opponent away with a boxing glove from the Koopa Clown Car. Yes
Byleth Launches the opponent away with an upwards swing of the Sword of the Creator in its whip form. Yes
Captain Falcon Super Smash Bros. Lifts the opponent overhead and slams them onto the ground with one arm. From Melee onward, this is Captain Falcon's down throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Launches the opponent with a backhanded punch.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Charizard Fully spins its head around with the grabbed opponent, then tosses them forward. No
Chrom Launches the opponent with an elbow thrust. No
Cloud Dropkicks the opponent, performing a backflip after launching them. Yes
Corrin Transforms his free arm into a Dragon Fang spear and stabs the opponent with it. Yes
Daisy Toad launches the opponent with a ramming headbutt. Yes
Dark Pit Slashes the opponent with an upward swing of the Silver Bow. Yes
Dark Samus Extends the Grapple Beam and lifts the opponent overhead, then tosses them. No
Diddy Kong Lifts the opponent overhead and tosses them with both hands. No
Donkey Kong Carries the opponent above himself with both hands. Donkey Kong can then move and jump around with them, and perform any of the following throws:
Forward: Tosses the opponent away with both hands.
Back: Turns around, then tosses the opponent away with both hands.
Up (Super Smash Bros. Melee onward): Heaves the opponent upward.
Down: Super Smash Bros. MeleeSuper Smash Bros. Brawl Hurls the opponent forward like a bowling ball.
Super Smash Bros. 4 Performs a gorilla press slam.
Super Smash Bros. Ultimate Performs a bear hug.
No
Dr. Mario Spins around once and tosses the opponent. No
Duck Hunt The dog swings his head back and tosses the opponent. No
Falco Punches the opponent away. Yes
Fox Super Smash Bros. Somersaults forward once and tosses the opponent.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Punches the opponent away.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Ganondorf Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Launches the opponent with a backhanded punch.
Super Smash Bros. Ultimate Launches the opponent with an uppercut.
Yes
Greninja Super Smash Bros. 4 Tosses the opponent with both hands.
Super Smash Bros. Ultimate Launches the opponent with a palm thrust.
Super Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Hero Plunges his sword on the ground, lifts the opponent overhead and tosses them with both hands. No
Ice Climbers Launches the opponent with a horizontal hammer swing. Yes
Ike Kicks the opponent away. Yes
Incineroar Spins the opponent around four times with both hands, then tosses them forward. Yes (collateral)
Inkling Blasts the opponent away with the Splattershot, covering them in ink. Yes[1]
Isabelle Tosses the opponent with her net. No
Ivysaur Super Smash Bros. Brawl Tosses the opponent forward with its vines.
Super Smash Bros. Ultimate Headbutts the opponent away.
Super Smash Bros. Brawl No
Super Smash Bros. Ultimate Yes
Jigglypuff Super Smash Bros. Spins once and tosses the opponent straight up with one arm. From Melee onward, this is Jigglypuff's up throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Puffs up to launch the opponent.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Joker Tosses the opponent with a flourish of his arm. No
Ken Performs the seoi nage, a judo throw. No
King Dedede Launches the opponent with an upward hammer swing. Yes
King K. Rool Slams the opponent onto the ground with one hand. Yes (collateral)
Kirby Super Smash Bros. Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. From Melee onward, this is Kirby's up throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Jumps with the grabbed opponent, somersaults forward, them slams them onto the ground, bouncing off after they are launched.
No
Link Kicks the opponent away. Yes
Little Mac Launches the opponent with an overhead punch. Yes
Lucario Super Smash Bros. BrawlSuper Smash Bros. 4 Quickly pushes the opponent away with an aura pulse.
Super Smash Bros. Ultimate Blasts the opponent away with aura from its palms.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Lucas Tosses the opponent with PSI. No
Lucina Super Smash Bros. 4 Tosses the opponent forward between her legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Luigi Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Spins around once and tosses the opponent.
Super Smash Bros. Ultimate Slams the opponent onto the ground with the Poltergust G-00.
No
Mario Spins around once and tosses the opponent. No
Marth Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Tosses the opponent forward between his legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Mega Man Lifts the opponent overhead and tosses them with the Super Arm. No
Meta Knight Launches the opponent with a backflip kick. Yes
Mewtwo Tosses the opponent at a diagonal angle, then fires five small Shadow Balls at them. Yes
Mii Brawler Launches the opponent with a backhand swipe. No
Mii Gunner Punches the opponent away with the arm cannon. Yes
Mii Swordfighter Kicks the opponent away. Yes
Mr. Game & Watch Juggles the opponent as a ball from back to front, then tosses them. No
Ness Twirls the opponent around once with PSI, then tosses them. No
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 The Pikmin grabbing the opponent tosses them forward.
Super Smash Bros. Ultimate The Pikmin grabbing the opponent slam them onto the ground in front of Olimar.
No
Pac-Man Shoves the opponent. No
Palutena Telekinetically shoves the opponent. No
Peach Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Slaps the opponent away.
Super Smash Bros. Ultimate Toad launches the opponent with a ramming headbutt.
Yes
Pichu Zaps the opponent on its back, then launches them forward. Causes recoil damage to Pichu. Yes
Pikachu Super Smash Bros. Somersaults forward once and tosses the opponent.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Zaps the opponent on its back, then launches them forward.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Piranha Plant Headbutts the opponent away. Yes
Pit Slashes the opponent with an upward swing of the Silver Bow. Yes
R.O.B. Tosses the opponent with both hands. No
Richter Spins around once and tosses the opponent. No
Ridley Lifts the opponent overhead and tosses them with one hand. No
Robin Tosses the opponent using magic. No
Rosalina & Luma Telekinetically spins the opponent once, then tosses them. No
Roy Super Smash Bros. MeleeSuper Smash Bros. 4 Tosses the opponent forward between his legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Ryu Performs the seoi nage, a judo throw. No
Samus Extends the Grapple Beam and lifts the opponent overhead, then tosses them. No
Sheik Launches the opponent with a shoulder ram. Yes
Shulk Slashes the opponent with an upward swing of the Monado. Yes
Simon Spins around once and tosses the opponent. No
Snake Slams the opponent onto the ground. No
Sonic Launches the opponent with a stretch kick. Yes
Squirtle Dropkicks the opponent away. Yes
Terry Slams the opponent on the ground in front of him. No
Toon Link Launches the opponent with a shoulder ram. Yes
Villager Tosses the opponent with his net. No
Wario Super Smash Bros. Brawl Spins the opponent around three times with both hands, then tosses them forward.
Super Smash Bros. 4Super Smash Bros. Ultimate Launches the opponent with a rear thrust.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Wii Fit Trainer Serves the opponent like a volleyball. Yes
Wolf Super Smash Bros. Brawl Launches the opponent with a backhanded swipe.
Super Smash Bros. Ultimate Slashes the opponent away with his free hand.
Yes
Yoshi Spits the opponent forward. No
Young Link Kicks the opponent away. Yes
Zelda Telekinetically tosses the opponent. No
Zero Suit Samus Super Smash Bros. BrawlSuper Smash Bros. 4 Extends the Plasma Whip to zap the opponent, then releases them.
Super Smash Bros. Ultimate Kicks the opponent away.
Yes

Notes

  1. ^ The hitbox is not active if Inkling has no ink left, resulting in only the throw.

Notable forward throws

  • Donkey Kong's forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy items. This state is known as the cargo (officially Kong Karry via Ultimate's tips), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four cargo throws (two in Smash 64) by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via button mashing, triggering a grab release.
    • Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and stage spike them, KOing them at higher percentages if they fail to tech. In Smash 64, the opponent takes damage upon breaking free from it, which can be exploited for the infinite throw trap (this also works in Brawl against Ness and Lucas). Lastly, in Melee, Smash 4 and Ultimate, Donkey Kong's upward cargo throw is a reliable combo starter and even possesses a KO setup into his up aerial at mid-high percentages in Smash 4, which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
  • Mewtwo's forward throw is the only one to release projectiles, in the form of Shadow Balls that can be reflected and absorbed. In Smash 4 and Ultimate, it is one of the most damaging forward throws if all projectiles connect.
  • Kirby's forward throw in Melee causes him to functionally leave the ground, and can be used for a Kirbycide. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From Brawl onward, it no longer exhibits these properties, making it a reliable combo starter, especially in Brawl at low percentages.
  • Corrin's forward throw possesses a tipper hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
  • Ness' forward throw in all games except Smash 64 is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal blast lines (such as in walk-off stages or Smashville's platform), but makes it extremely weak otherwise, not KOing opponents until around 900% from the center of Final Destination.
    • In Smash 64, Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game but the series being able to KO Mario at around 105% from the center of Dream Land.
    • Villager and Isabelle's forward throws have similar properties, and are even weaker, failing to KO from the center stage even at 999%.
  • Marth's forward throw in Melee and Brawl is an effective tech-chasing option against heavyweights and fast fallers, due to its low knockback and ending lag. In Smash 4, its base knockback was greatly increased, removing this ability, although it can still combo into his Crescent Slash custom up special, or a forward aerial at low percentages. In Ultimate, however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
  • Peach's forward throw in Melee is the strongest in the game, KOing most characters at around 110% at the edge. From Brawl onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in Smash 4 and Ultimate.
  • Jigglypuff's forward throw in Melee is unique in that the throw's intended knockback is overridden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker, as a result, being unable to KO under 400% even at the edge.
  • Lucario's forward throw in Brawl and Smash 4 is the fastest throw in the series, releasing opponents as soon as frame 4.
  • In Smash 4 and Ultimate, the forward throws of Bowser, Pit, Dark Pit, and Wario (except in Ultimate) are all among the strongest in the game, KOing at around 130% near the edge.